Large Monstrosity, Any Evil Alignment
Armor Class 25
Hit Points 521 (30d20)
Speed 60 ft., climb 60 ft., fly 60 ft., swim 60 ft., walk 60 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Damage Vulnerabilities Radiant
Senses Passive Perception 20
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Breath Weapon. The Zargol imitates any dragon's breath weapon using 4d20 damage. The Zargol has 2 charges. After a long rest, the Zargol regains all charges.

Shape Change. The Zargol changes into any form not above huge size.

Spellcasting. The Zargotl is a 20-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +10 to hit with spell attacks). The Zargol has the following  spells prepared:
Cantrips (at will): Poison Spray, Fire Bolt
1st level (at will): Magic Missile, Thunderwave                                                                      2nd level (at will): Acid Arrow, Invisibility                                                                          3rd level (5 slots): Fireball, Lightning Bolt                                                                            4th level (5 slots): Wall of Fire, Polymorph                                                                              5th level (5 slots): Conjure Elemental, Wall of Force                                                              6th level (5 slots): Circle of Death, Disintegrate                                                                      7th level (4 slots): Delayed Blast Fireball, Teleport                                                                8th level (at will): Demiplane, Antimagic Field                                                                      9th level (3 slots): Wish, Timestop

Actions

Multiattack. The Zargol does 4 attacks; 2 with the bite and 2 with the claws.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., 4 targets. Hit:  (2d6 + 2d6 + 6) Slashing damage  +  (1d20 + 10) Poison Damage. 

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 2 targets. Hit:  (2d12 + 20) piercing damage. 

Arm Javelin*. RangedWeapon Attack: +7 to hit, range 5/200 ft., 1 target. Hit:  (3d12 + 10) piercinc damage.

*The Arm Javelin is a natural spear that has a magical source. It launches out of the palm.

Bonus Actions

Summon monster. The Zargol can summon any monster large or below.

Reactions

Slashback. The Zargol makes a claw attack and a bite attack when it is dealt damage through non-magical means.

Legendary Actions

Every 2 turns the Zargol can do a legendary action.

Death (Costs 1 Action). Kill any number of creatures (up to 10) automatically

Mythic Actions

Every 2 turns the Zargol can do a Mythic action.

Cult followers (Costs 1 Action). Can get up to 300 people to do whatever the Zargol commands

Description

Eons ago, before the mind flayer takeover, there was an ancient cult dedicated to evil. The rituals and sacrifices to the demon lords and other dark creatures caused a transformation. All were killed exept 4 leaders of different elements. The creature is a shapechanger taking no true form. Its favorite form though is that of an orange humanoid with 2 tentacles below each arm. The mouth is layered in 4 different jaws to destroy everything it can bite. The tentacles, hands, and feet all have destructive talons that are poisonous.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

arcticprimate

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